Reputation: 303188
In a QML application I have an item that is moving around the screen (not rotating). I want to display an indicator that rotates around this item, pointing away from the center of the screen, a fixed distance away from the center of the item.
The following simplified QML application performs this goal, by making the indicator a child of the item, and translating it to the desired location. However, when I try to rotate the indicator (the commented-out code) I cannot find any values for origin.x
and .y
that work. It feels like the QML scene graph calculates X/Y positioning in a way unlike any I've experienced.
import QtQuick 2.7
import QtQuick.Window 2.2
Window {
id: win
visible:true; width:600; height:300
property real padding: 50
property real angle: 0
property real _rads: angle * Math.PI/180
Timer {
interval:50; running:true; repeat:true
onTriggered:win.angle = (new Date/50) % 360
}
Rectangle {
id:object; color:'blue'
width:50; height:width
property real xOffset: Math.cos(_rads)
property real yOffset: Math.sin(_rads)
x: win.width/2 + xOffset * (win.width/2 - padding*2)
y: win.height/2 + yOffset * (win.height/2 - padding*2)
Rectangle {
id:indicator; color:'red'
property real centerOffset: 40
width:10; height:width*2
x: object.width/2 + object.xOffset * centerOffset - width/2
y: object.height/2 + object.yOffset * centerOffset - height/2
// transform: Rotation { origin.x:0; origin.y:0; angle:win.angle }
}
}
}
I've tried making the indicator not be a child of the item. I've tried using Translate
in the transform
stack instead of X/Y positions. All of them result in amusing-but-incorrect rotations.
How can I simply rotate the indicator around its own center, or otherwise achieve my goal?
Upvotes: 2
Views: 2209
Reputation: 25906
Similar to @derM I have a solution that makes use of Item.rotation
. However, with regard to the rest, I have generalized it by avoiding cos
and sin
since they are not required.
To demonstrate I create 3 SVG images crosshairs.svg
, marker.svg
, and triangle.svg
. I placed crosshairs.svg
in the center of the screen. I animate marker.svg
by making it bounce around the screen "pong" style. Now, the secret sauce is the placement and orientation of triangle.svg
.
To place an offset a triangle relative to the marker. I put the triangle Image
inside an Item
component. The Item
component has no area, it merely has x
, y
, and rotation
set. The Image
component is placed relative to the Item
and we need to compute its relative placement.
Because the triangle.svg
is 16x16, I placed it at (20, -8) relative to the marker. If I had chosen (-8, -8) the SVG would sit on top of the marker. Because I put it at (20, -8) it puts it beyond the marker. Lastly, I compute the rotation using Math.atan2()
on the vector between the marker and the crosshairs:
Item {
x: marker.x
y: marker.y
rotation: Math.atan2(
marker.y - crosshairs.y,
marker.x - crosshairs.x
) * 180 / Math.PI
Image {
source: "triangle.svg"
x: 20
y: -8
//cache: false
}
}
Here's a full working demo:
import QtQuick 2.15
import QtQuick.Controls 2.15
Page {
Timer {
interval: 50
running: true
repeat: true
onTriggered: marker.animate()
}
Rectangle {
id: frame
anchors.centerIn: parent
width: parent.width / 2
height: parent.height / 2
color: "#ffe"
border.color: "grey"
clip: true
Image {
id: crosshairs
anchors.centerIn: parent
source: "crosshair.svg"
//cache: false
}
Item {
id: marker
x: parent.width/2
y: parent.height/2
property int dx: 2
property int dy: 2
property int size: 20
Image {
anchors.centerIn: parent
source: "marker.svg"
//cache: false
}
function animate() {
x += dx;
y += dy;
if (x + size / 2 >= parent.width || x - size / 2 <= 0) {
dx = -dx;
x += dx;
x += dx;
}
if (y + size / 2 >= parent.height || y - size / 2 <= 0) {
dy = -dy;
py += dy;
py += dy;
}
}
}
Item {
x: marker.x
y: marker.y
rotation: Math.atan2(
marker.y - crosshairs.y,
marker.x - crosshairs.x
) * 180 / Math.PI
Image {
source: "triangle.svg"
x: 20
y: -8
//cache: false
}
}
}
}
//crosshair.svg
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 12 12"><path stroke="grey" d="M6 0L6 12M 0 6L 12 6"/></svg>
//marker.svg
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 20 20"><path stroke="grey" fill="#ffe" d="M0 0 L20 0 L20 20 L0 20 z"/></svg>
//triangle.svg
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 16 16"><path stroke="grey" fill="red" d="M16 8 L0 0 L 0 16z"/></svg>
You can Try it Online!
Upvotes: 0
Reputation: 13691
You might think of it as a clock and build yourself a clockhand.
import QtQuick 2.7
import QtQuick.Window 2.2
Window {
id: win
visible:true; width:600; height:300
property real padding: 50
property real angle: 0
property real _rads: angle * Math.PI/180
Timer {
interval:50; running:true; repeat:true
onTriggered:win.angle = (new Date/50) % 360
}
Rectangle {
id:object; color:'blue'
width:50; height:width
property real xOffset: Math.cos(_rads)
property real yOffset: Math.sin(_rads)
x: win.width/2 + xOffset * (win.width/2 - padding*2)
y: win.height/2 + yOffset * (win.height/2 - padding*2)
Text {
width: 250
height: 250
x: -100
y: -100
text: '▲'
color: 'red'
font.pixelSize: 20
horizontalAlignment: Qt.AlignHCenter
verticalAlignment: Qt.AlignTop
transform: Rotation {
angle: win.angle + 90
origin.x: 125
origin.y: 125
}
}
Text {
x: 15
y: -125
width: 20
height: 20
text: '▲'
color: 'red'
font.pixelSize: 20
horizontalAlignment: Qt.AlignHCenter
verticalAlignment: Qt.AlignVCenter
transform: Rotation {
angle: win.angle + 90
origin.x: 10
origin.y: 150
}
}
Rectangle {
id: clockhand
width: 1
height: 100
color: 'black'
anchors {
centerIn: parent
}
rotation: win.angle + 90
Text {
text: '▲'
color: 'red'
anchors {
horizontalCenter: parent.horizontalCenter
bottom: parent.top
bottomMargin: -5
}
font.pixelSize: 20
}
}
}
}
Just turn the Clockhand into an Item
and remove the color, to make it invisible.
Upvotes: 1